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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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Knowing the proper application of the rules for a Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> session is only<br />

part of the process for putting together a truly memorable and immersing experience. Some<br />

might even argue that the rules are actually the least important part of successfully holding<br />

such an event.<br />

By now you are familiar with the mechanics of adjudicating a game session. You are prepared<br />

to handle combat situations, rules altercations and properly judge whether the actions<br />

of the player’s characters succeed or fail in a fair and just manner. But what comes next is<br />

the understanding of how to craft a grand story around the bare skeleton of those rules. And<br />

that’s really the heart of any chronicle — the story itself.<br />

Specifi cally, these stories center on the society and nightly affairs of the walking dead. <strong>The</strong>y<br />

are stories about a relentless hunger that makes you a monster. It’s about having power and<br />

control over others, but ultimately not over yourself. Oh, it’s true that these characters can<br />

concentrate their abilities into some really amazing feats, but in the end they are all just slaves<br />

to that hunger that never really leaves them. Despite the fancy clothes, calm demeanors and<br />

secrets within secrets, they all hear the call of their own monstrous hunger. In order to distract<br />

themselves from that gnawing need they imbed themselves in a world of secrets, madness<br />

and treachery. <strong>The</strong>se are stories about making choices when none of your options are good,<br />

safe or easy. Most of all, it’s a story you don’t tell by yourself. You tell it in partnership with<br />

other players. One of you takes the role of Storyteller, but all of you work together to make<br />

the story complete.<br />

<strong>The</strong> <strong>Requiem</strong> is subtitled, “A Modern Gothic Live-Action Storytelling Game.” This chapter<br />

serves as a guide to you on how to run such a game. Storytellers have the most need to read this<br />

chapter, of course, but some topics most defi nitely will concern conscientious players, too.<br />

<strong>The</strong> Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> core book already told you what a Storytelling game is. So, what<br />

is a “Modern Gothic Storytelling Game”?<br />

<strong>The</strong> concept of what makes a good horror story has shifted with exposure to present day<br />

media. Most commonly what is labeled as “horror” comes in the form of the blood-splattering<br />

shocks such as those presented in a modern slasher movie. For the purposes of this game<br />

setting, however, it is important to remember that horror also applies to the eerie mysteries of<br />

a classic ghost story. <strong>The</strong> <strong>Requiem</strong> can incorporate any sort of horror, but the game focuses<br />

on what is commonly referred to as gothic horror. For our purposes what this represents<br />

is a more personal sense of horror and revulsion. It is not being momentarily startled as a<br />

hooded man with an axe jumps out of the closet, but rather the horror whose source is one’s<br />

own deeds, of one’s own self.<br />

In most horror stories, the protagonists are victims. Something bad happens to them; you’re<br />

scared on their behalf. <strong>The</strong>y innocently wander into a situation that places them in some<br />

sort of physical or emotional danger, most often at the hands of some sort of supernatural<br />

force. In <strong>The</strong> <strong>Requiem</strong>’s particular brand of gothic horror, characters fi ll the roles of victim<br />

and monster at the same time. <strong>The</strong>y do the bad things and suffer the consequences, or they<br />

try not to do bad things, and suffer the consequences of that choice. <strong>The</strong> personal horror<br />

of <strong>The</strong> <strong>Requiem</strong> is about realizing, beyond all doubt, that you are the monster. (Or at least<br />

your character is!)<br />

You can tell all kinds of stories in a <strong>Requiem</strong> chronicle. <strong>The</strong>re are others themes to these<br />

stories that can range from dark romance to gritty war stories. Your stories, however, should<br />

offer characters a chance to discover just how diffi cult their existence as Kindred can become,<br />

especially if they are seeking to tame their dark appetite. It is their payment for the abilities<br />

they can possess — it is the cost of immortality. Can the characters withstand the hunger and<br />

rage of the Beast and still function within the ruthless demands of Kindred society? Can they<br />

298<br />

mind’s chapter eye four: theatre: storytelling requiem

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